func DoStartSzen() { RemoveAll(TIME); CreateObject(DARK,0,0,-1); CreateObject(TIME,0,0,-1); FindObjects( Find_Func("SetLightOff",1) ); FindObjects( Find_Func("SetLightOn") ); giPlrEnemy = 0; giPlrFriend = 1; gpIntroCandle1 = Object(302); gpIntroCandle2 = Object(303); gpIntroCandle3 = Object(301); gpIntroChandelier = Object(300); gpIntroTorch = Object(211); gDrawbridge = FindObject(CPT3); // Glühwürmchen erstellen CreateObject(FFAC, 627, 705, -1); CreateObject(FFAC, 1905, 770, -1); CreateObject(FFAC, 2170, 745, -1); CreateObject(FFAC, 2675, 490, -1); // Königin erstellen gNPCQueen = CreateObject( _PRC,0,0,giPlrFriend); MakeCrewMember( gNPCQueen, giPlrFriend ); gNPCQueen->SetPosition(40,660); gNPCQueen->SetDir(1); gNPCQueen->SetName("$NPCQueen$"); //AttachDialogue(gNPCQueen,""); // Hexe erstellen gNPCWitch = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCWitch, giPlrFriend ); gNPCWitch->~SetName("Frau"); gNPCWitch->~SetPosition(1170,750); AttachDialogue(gNPCWitch,"Alvelin"); CreateContents(TIM1,gNPCWitch); // a dummy such that he does not collect the last barrel after ejecting it CreateContents(LAXE,gNPCWitch); // lumberjack's axe for looting the witch // Schmied erstellen gNPCBlacksmith = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCBlacksmith, giPlrFriend ); gNPCBlacksmith->~SetName("Heinz"); gNPCBlacksmith->~SetPosition(1515,770); AttachDialogue(gNPCBlacksmith,"Heinz"); // Erfinder erstellen gNPCInventor = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCInventor, giPlrFriend ); gNPCInventor->~SetName("Ingalf"); gNPCInventor->SetPosition(865,800); AttachDialogue(gNPCInventor,"Ingalf"); // Bürger erstellen gNPCCitizen = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCCitizen, giPlrFriend ); gNPCCitizen->~SetName("Odilbert"); gNPCCitizen->SetPosition(1215,750); AttachDialogue(gNPCCitizen,"Odilbert"); // Abenteurer erstellen gNPCAdventurer1 = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCAdventurer1, giPlrFriend ); gNPCAdventurer1->~SetName("Gernot"); gNPCAdventurer1->SetPosition(2715,495); AttachDialogue(gNPCAdventurer1,"Gernot"); // Abenteurer erstellen gNPCAdventurer2 = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCAdventurer2, giPlrFriend ); gNPCAdventurer2->~SetName("Linnert"); gNPCAdventurer2->SetPosition(2740,495); AttachDialogue(gNPCAdventurer2,"Linnert"); // Farmer erstellen gNPCFarmer = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCFarmer, giPlrFriend ); gNPCFarmer->~SetName("Armin"); gNPCFarmer->SetPosition(1840,765); AttachDialogue(gNPCFarmer,"Armin"); AttachDayNightCycle(gNPCFarmer,"Armin"); CreateContents(TIM1,gNPCFarmer); // a dummy such that he does not collect items // Wirtin erstellen gNPCInnkeeper = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCInnkeeper, giPlrFriend ); gNPCInnkeeper->~SetName("Bernika"); gNPCInnkeeper->SetPosition(1315,750); AttachDialogue(gNPCInnkeeper,"Bernika"); // Dirne erstellen gNPCProstitute = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCProstitute, giPlrFriend ); gNPCProstitute->~SetName("Rovena"); gNPCProstitute->SetPosition(1435,770); AttachDialogue(gNPCProstitute,"Rovena"); // Wache erstellen gNPCGuard1 = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCGuard1, giPlrFriend ); gNPCGuard1->~SetName("Helmar"); gNPCGuard1->SetPosition(1615, 769); gNPCGuard1->SetDir(1); AttachDialogue(gNPCGuard1,"Helmar"); // Wache erstellen gNPCGuard2 = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCGuard2, giPlrFriend ); gNPCGuard2->~SetName("Eboreus"); gNPCGuard2->SetPosition(395,690); AttachDialogue(gNPCGuard2,"Eboreus"); // Wache erstellen gNPCGuard3 = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCGuard3, giPlrFriend ); gNPCGuard3->~SetName("Radulf"); gNPCGuard3->SetPosition(225, 448); AttachDialogue(gNPCGuard3,"Radulf"); // Holzfäller erstellen gNPCLumberjack = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCLumberjack, giPlrFriend ); gNPCLumberjack->~SetName("Answin"); gNPCLumberjack->SetPosition(2000,755); AttachDialogue(gNPCLumberjack,"Answin"); // Inuk erstellen gNPCInuk1 = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCInuk1, giPlrFriend ); gNPCInuk1->~SetName("Bardrik"); gNPCInuk1->SetPosition(3685,45); AttachDialogue(gNPCInuk1,"Bardrik"); // Inuk erstellen gNPCInuk2 = CreateObject( CLNK,0,0,giPlrFriend ); MakeCrewMember( gNPCInuk2, giPlrFriend ); gNPCInuk2->~SetName("Jallik"); gNPCInuk2->SetPosition(4465,340); AttachDialogue(gNPCInuk2,"Jallik"); // Er hat 3 Fischfässer CreateContents(TIM1,gNPCInuk2); // a dummy such that he does not collect the last barrel after ejecting it CreateContents(FBRL,gNPCInuk2); CreateContents(FBRL,gNPCInuk2); CreateContents(FBRL,gNPCInuk2); // Magier erstellen gNPCCourtmage = CreateObject( MAGE,0,0,giPlrFriend ); MakeCrewMember( gNPCCourtmage, giPlrFriend ); gNPCCourtmage->~SetName("Nestor"); gNPCCourtmage->SetPosition(200,480); AttachDialogue(gNPCCourtmage,"Nestor"); ////////////////////////////////////////////////////////////// // Bösen Magier erstellen gNPCGrandmaster = CreateObject( MAGE,0,0,giPlrEnemy ); MakeCrewMember( gNPCGrandmaster, giPlrEnemy ); gNPCGrandmaster->~SetName("OBW"); ////////////////////////////////////////////////////////////// // die Könige der KI-Spieler vernichten RemoveAll(KING); // erstellen //gNPC = CreateObject( CLNK,0,0,giPlrFriend ); //MakeCrewMember( gNPC, giPlrFriend ); //gNPC->~SetName(""); CreateQuest("MainQuest"); CreateQuest("Bandits"); CreateQuest("MissingLooters"); CreateQuest("KingsChalice"); CreateQuest("DeepTreasure"); CreateQuest("HuskyHunt"); CreateQuest("Lumberjack"); CreateQuest("SomethingFishy"); CreateQuest("Whipped"); CreateQuest("FunkyBread"); //GetStory()->~CreateQuests(); return; }
func CreateQuests() { CreateQuest("HomeForWitches"); _inherited(); }
//================================================================================================= Quest* QuestManager::GetCaptainQuest() { return CreateQuest(GetRandomQuest(QuestType::Captain)); }
//================================================================================================= Quest* QuestManager::GetAdventurerQuest() { return CreateQuest(GetRandomQuest(QuestType::Random)); }
//================================================================================================= Quest* QuestManager::GetMayorQuest() { return CreateQuest(GetRandomQuest(QuestType::Mayor)); }